Get the open source Bullet library more in sync with Playstation SPU version
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@@ -18,8 +18,7 @@ subject to the following restrictions:
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#include "LinearMath/btAabbUtil2.h"
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#include "LinearMath/btIDebugDraw.h"
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//Note: currently we have 16 bytes per quantized node
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static const int MAX_SUBTREE_SIZE_IN_BYTES = 16384;
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btOptimizedBvh::btOptimizedBvh() : m_useQuantization(false),
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m_traversalMode(TRAVERSAL_STACKLESS_CACHE_FRIENDLY)
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@@ -178,12 +177,14 @@ void btOptimizedBvh::refit(btStridingMeshInterface* meshInterface)
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PHY_ScalarType indicestype;
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meshInterface->getLockedReadOnlyVertexIndexBase(&vertexbase,numverts, type,stride,&indexbase,indexstride,numfaces,indicestype,nodeSubPart);
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btVector3 triangleVerts[3];
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btVector3 aabbMin,aabbMax;
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const btVector3& meshScaling = meshInterface->getScaling();
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int numNodes = m_curNodeIndex;
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int i;
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for (i=numNodes-1;i>=0;i--)
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{
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btVector3 triangleVerts[3];
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btQuantizedBvhNode& curNode = m_quantizedContiguousNodes[i];
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if (curNode.isLeafNode())
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@@ -194,7 +195,7 @@ void btOptimizedBvh::refit(btStridingMeshInterface* meshInterface)
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int* gfxbase = (int*)(indexbase+nodeTriangleIndex*indexstride);
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const btVector3& meshScaling = meshInterface->getScaling();
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for (int j=2;j>=0;j--)
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{
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@@ -208,7 +209,7 @@ void btOptimizedBvh::refit(btStridingMeshInterface* meshInterface)
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}
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btVector3 aabbMin,aabbMax;
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aabbMin.setValue(btScalar(1e30),btScalar(1e30),btScalar(1e30));
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aabbMax.setValue(btScalar(-1e30),btScalar(-1e30),btScalar(-1e30));
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aabbMin.setMin(triangleVerts[0]);
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@@ -220,9 +221,7 @@ void btOptimizedBvh::refit(btStridingMeshInterface* meshInterface)
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quantizeWithClamp(&curNode.m_quantizedAabbMin[0],aabbMin);
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quantizeWithClamp(&curNode.m_quantizedAabbMax[0],aabbMax);
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int k;
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k=0;
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} else
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{
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//combine aabb from both children
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@@ -231,8 +230,7 @@ void btOptimizedBvh::refit(btStridingMeshInterface* meshInterface)
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btQuantizedBvhNode* rightChildNode = leftChildNode->isLeafNode() ? &m_quantizedContiguousNodes[i+2] :
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&m_quantizedContiguousNodes[i+1+leftChildNode->getEscapeIndex()];
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int k;
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k=0;
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{
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for (int i=0;i<3;i++)
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